Part 2: How to play your Justicar
Part 3: Sample Choke Points for Gold
Part 4: Other Ways to play your Justicar
……4A: Defensive Bubble
……4B: Reave Spammer/High DPS Assault Rifle
Part 5: Screenshots of my AJ in action.
[1] How to Set Up your Asari Justicar
Biotic Sphere: 4B, 5B, 6B
Reave 4B, 5A, 6B
Pull: 4B,
Justicar 4B
Fitness 4B, 5B, 6B
Weapon:
Carnifex X with Extended Barrel V and Armor
Piercing V. You really want any
weapon that dishes out high damage
per second and leaves you with a 200% recharge speed. The 4B Justicar evolution
tree helps you by adding 20 points to the weight you can carry. You honestly
can’t do better than a Carnifex 10 here.
Benefits of this Set Up
You have a health of 825 and a Barrier of 990 and you will be spamming reave which deals 130 points of damage per second and gives you a 40% reduction in damage taken. Your Asari adept is a very robust character, even on gold. In addition, though geared for offense, your biotic sphere will also give you and your allies 20% damage reduction.
Biotic Sphere: Your warp bubble is huge and lasts an amazing 57 seconds. Enemies inside it take 25% additional damage, it reduces armor by 25%, deals 50 points of damage per second and applies warp to up to three enemies at a time. When placed in a good choke point, it sets up enemies for biotic explosion after biotic explosion and its damage bonus makes enemies disintegrate before your eyes. You can detonate enemies that step inside the bubble using reave for a BE and also you can drop a bubble over an enemy you have reaved for a biotic explosion.
Reave:
Your reave power does 130 damage per second to enemies and while this isn’t a huge amount the bonus is you get a 40% damage taken reduction when reave is active. Reave alo lasts for 9 seconds so you can reave an enemy and keep moving. On gold you can reave a guardian and leave and it will bleed out and die on its as 130dps for 9 seconds is almost 1200 points of damage. Another benefit of reave is that it stacks. Meaning that if you hit an enemy with reave twice you are now doing 260 damage per second to it.
You can reave an enemy 3 times in 5 seconds and since your initial reave in the sequence lasts 9 seconds you will be doing 390 damage per second to an enemy for the last 4 seconds, in addition to the damage dealt for the first five seconds which comes out to about 2000 points of total damage. I don’t usually reave an enemy more than 2 or 3 times before setting off a biotic explosion and two is the norm for bosses/stronger enemies.
Reave is a great biotic power because it sets up [Warp, Throw, Shockwave, Biotic Charge, Nova, Cluster Grenade] and detonates [Singularity, Stasis, Pull, Warp, Lift grenades and Shockwave if set up correctly] many other biotic
powers. So you can work with essentially any biotic and create lots of biotic explosions by spamming different powers.
Pull is a somewhat useful power. I put a three points in pull because I use it enough to justify it. If the 5A tree on the Justicar setting was not broken I would select that and only put three points in pull but alas, it is broken so I level up that tree to 4 only. But pull is vastly underrated and is actually one of the secrets that puts my Justicar on top of the scoreboard.
Pull is criticized because it only works on low level goons as anything with sheilds cannot be pulled. For example, you cannot use pull on a Marauder when he has full shields. You can however hit him with reave (which does damage to the marauder and reduces your damage taken), then shoot him a few times with the Carnifex and at this point the shields will be gone. Immediately fire pull at him and the marauder floats helplessly off the ground. You hit him with reave for a biotic detonation and its lights out. Even if the BE doesn't immediately kill him (gold level), the lasting effects of reave will.
So why is Pull-Reave still good when compared to warp- throw of an Asari Adept? The Pull-Reave biotic combo is a lot faster than the warp-throw. The cool down on pull is 1.23 seconds compared to ~2.3 seconds on warp. When an enemy is lifted he is also helpless (can't harm you so it acts as a micro stasis of sorts). Basically, as soon as you hit an unshielded enemy with pull you can immediately launch reave whereas with the Asari Adept or human sentinel you have to take cover for a second or two an then fire throw. In addition you often still kills by mistake from asari
adepts. When I see low level goons I immediately launch pull and sometimes an AA launches stasis but pull drags them out of stasis into the air and gives you the kill when you hit the enemy with reave. Its not good to do this on purpose when you play a co-op game but I play the AJ fast and hard so if I see red bars on health pull comes out really fast. This setup also allows you to lift up to three enemies at once and biotic combo all of them.
Pull works immediately on:
-Husks and Cannibals
-Geth Troopers
-Cerberus Troopers
-Guardians
Once the shields are down pull works great on
-Marauders
-Hunters
-Rocket Troopers
-Nemesis
-Centurions
-Combat Engineers
-Phantoms
Pull doesn't work on:
-Atlas
-Geth Prime
-Geth Pyro
-Ravagers
-Brutes
-Banshees
Pull is actually amazing for silver and bronze players but in gold it is mainly usefull in rounds 1, 2 and 4 and after that for getting you out of a jam if a hunter/marauder is in your face and you manage to get the shields down. At that point you pull à reave for the immediat BE. Pull is also set off by Warp, Throw, Shockwave, Biotic Charge, Nova and Cluster Grenade in addition to Reave.
Pull also works great against guardians. It rips their shields right off of them. I used to pull off their shields then
shoot them but since pull recharges so fast I just pull the shield off, pull them in the air and reave them in an instant. This helps save on ammo and delivers damage from the biotic combo to anything in close proximity to the guardian. Pull also will curve around barriers pulling enemies out of cover(pesky rocket troopers and nemesis and any others). You can even pull enemies into you for a grab kill in certain instances.
Modifié par Ikilledkillab, 13 juin 2012 - 11:20 .





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